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@ -112,7 +112,7 @@ int main(void) |
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DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY); |
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// Flip Y axis to match shader coordinate system |
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rec.y = screenHeight - rec.y - rec.height; |
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rec.y = GetScreenHeight() - rec.y - rec.height; |
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); |
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// Only rectangle color |
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@ -121,7 +121,7 @@ int main(void) |
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE); |
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EndShaderMode(); |
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@ -131,7 +131,7 @@ int main(void) |
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); |
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DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY); |
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rec.y = screenHeight - rec.y - rec.height; |
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rec.y = GetScreenHeight() - rec.y - rec.height; |
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); |
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// Only shadow color |
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@ -140,7 +140,7 @@ int main(void) |
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE); |
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EndShaderMode(); |
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@ -150,7 +150,7 @@ int main(void) |
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); |
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DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY); |
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rec.y = screenHeight - rec.y - rec.height; |
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rec.y = GetScreenHeight() - rec.y - rec.height; |
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); |
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// Only border color |
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@ -159,17 +159,17 @@ int main(void) |
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4); |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE); |
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EndShaderMode(); |
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// Draw one more rectangle with all three colors |
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rec = (Rectangle){ 240, 80, mi">500, 300 }; |
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rec = (Rectangle){ 240, 80, n">GetScreenWidth() - 300, GetScreenHeight() - 150 }; |
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DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY); |
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DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY); |
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rec.y = screenHeight - rec.y - rec.height; |
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rec.y = GetScreenHeight() - rec.y - rec.height; |
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); |
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// All three colors |
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@ -178,10 +178,10 @@ int main(void) |
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4); |
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BeginShaderMode(shader); |
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE); |
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EndShaderMode(); |
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DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK); |
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DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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